Hi FD,
love this ED game.
But really, a lot of your ardent supporters are adults with children and careers and other demands and their play time is limited and desired to be for fun.
So it still really mystifies me why you choose penalizing mechanics as a game design choice.
I understand grind, sure that will exist in any game to give the initial sense of progression. Even classic board-games can be viewed as a grind to the end.
But you throw in these casual player penalties for what reason? It is after all just a game and you nerf Yaw to make it "fun". My play time is limited so I've only discovered this list but there may be more:
I think 2.1 will be amazing for the game and my enjoyment, but it would be even better if it addressed these points.
love this ED game.
But really, a lot of your ardent supporters are adults with children and careers and other demands and their play time is limited and desired to be for fun.
So it still really mystifies me why you choose penalizing mechanics as a game design choice.
I understand grind, sure that will exist in any game to give the initial sense of progression. Even classic board-games can be viewed as a grind to the end.
But you throw in these casual player penalties for what reason? It is after all just a game and you nerf Yaw to make it "fun". My play time is limited so I've only discovered this list but there may be more:
- Mission timers that make no sense
- So I'm supposed to hold onto a data cache until target time 0:55.
- Why isn't there a clock on my HUD so I know what time it is now, and so how long I have to hold the data?
- Is this GMT time? Does FD actually expect me to translate my local time to Cambridge time? Is FD Towers the center of the universe?
- Is this the number of minutes I need to hold the data? If so, why doesn't it show the initial time and a countdown timer?
- Why if I exceed the time holding the data does the mission fail, when it says clearly someone will contact me after I have held the data- but not that the mission will fail if I do not respond within a certain time window or if I'm docked too long
- Mission timers that don't stop when I exit the game
- So in this ED game the simulation ticks once a day, maybe twice? PowerPlay ticks once a week.
- But Mission timers cannot be delayed!
- I kid you not, I have failed 4 missions in a row because one of my kids threw up and I had to log off, a neighbor came over needing help, the wife demanded I stop for dinner with the family, and once I realized it was after midnight and I needed to sleep for work the next day and could not wait the hour still to go on holding the data.
- These missions are not critical to the game, to the BGS or to anyone but the Pilot that took them
- Why can't FD relax this burdensome rule and let me take a mission I want and then "pause" it when I have to log off
- In game time versus real time works for this, maybe not for other parts of the game, but this I just don't get
- Reputation Decay
- FD will sacrifice any aspect of "realism" for fun, such as Yaw
- But NOT pointless reputation decay as a "realistic" mechanism
- if I can't live in the game the in game RNG NPC's that aren't even persistent (maybe some of them changing with 2.1), and don't exist in my instance when I shut the game down, somehow get snotty and think I don't deserve the rep earned because it's been two weeks since I logged in
- It is a game FD, not my life, what gives?
- No ship transport mechanic
- I get a Viper with all A modules, kitted out the way I want
- I decide I'd like an exploration ship or to just try something new
- I store the Viper and proceed to fly about
- A couple weeks later I want the Viper but it is 1,000 LY away and will take me 30-40 minutes of mindless jumping to get back to it
- If I sell the Viper then I will have to spend weeks re-kitting it with the modules I've found at the random spots in the game (since in the future apparently no ship-yard stocks everything or can re-order out-of-stock items from Amazon 3300= see FD making something "fun" but not "realistic" again!)
- make it magic like the transition to the SRV- I can call any ship I have for a cost based on distance, but after paying it will instantly be available in the starport where I am docked
- It is just a game, realistic or not. Will be like Multi-crew- to be fun FD won't be able to force us to dock and load on the friends ship all the time, there will have to be "teleportation", immersion be darned
- Insta scans and insta-death USS
- These could be bugs, but in the last week I have failed a mission due to a totally unavoidable scan- I turned on silent running and boosted with FA Off and all pips to engines as soon as it started but it was over in 2-3 seconds.
- We need a scan timer GUI when we are the target just like when we are scanning another ship. It should graphically show us how complete the scan of our ship is- how much time we have to do something to disrupt it
- Similarly, I dropped into a non-strong signal source while carrying a valuable data delivery and dropped right in the middle of 4 ships that started firing right away and was killed in seconds- and this was NPCs. Realistic maybe... I don't think they even had time to do a proper scan though. And I certainly had no chance to run, supercruise or fight
I think 2.1 will be amazing for the game and my enjoyment, but it would be even better if it addressed these points.
Last edited: